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Codechange: make RailVehicleType a scoped enum (#15576)
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+7
-7
@@ -137,7 +137,7 @@ Engine::Engine(EngineID index, VehicleType type, uint16_t local_id) : EnginePool
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this->info.string_id = STR_VEHICLE_NAME_TRAIN_ENGINE_RAIL_KIRBY_PAUL_TANK_STEAM + local_id;
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/* Set the default model life of original wagons to "infinite" */
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if (rvi.railveh_type == RAILVEH_WAGON) this->info.base_life = TimerGameCalendar::Year{0xFF};
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if (rvi.railveh_type == RailVehicleType::Wagon) this->info.base_life = TimerGameCalendar::Year{0xFF};
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break;
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}
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@@ -253,7 +253,7 @@ uint Engine::DetermineCapacity(const Vehicle *v, uint16_t *mail_capacity) const
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capacity = GetEngineProperty(this->index, PROP_TRAIN_CARGO_CAPACITY, this->VehInfo<RailVehicleInfo>().capacity, v);
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/* In purchase list add the capacity of the second head. Always use the plain property for this. */
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if (v == nullptr && this->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_MULTIHEAD) capacity += this->VehInfo<RailVehicleInfo>().capacity;
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if (v == nullptr && this->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Multihead) capacity += this->VehInfo<RailVehicleInfo>().capacity;
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break;
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case VehicleType::Road:
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@@ -351,7 +351,7 @@ Money Engine::GetCost() const
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break;
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case VehicleType::Train:
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if (this->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON) {
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if (this->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Wagon) {
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base_price = Price::BuildVehicleWagon;
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cost_factor = GetEngineProperty(this->index, PROP_TRAIN_COST_FACTOR, this->VehInfo<RailVehicleInfo>().cost_factor);
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} else {
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@@ -435,7 +435,7 @@ uint Engine::GetDisplayWeight() const
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/* Only trains and road vehicles have 'weight'. */
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switch (this->type) {
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case VehicleType::Train:
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return GetEngineProperty(this->index, PROP_TRAIN_WEIGHT, this->VehInfo<RailVehicleInfo>().weight) << (this->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_MULTIHEAD ? 1 : 0);
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return GetEngineProperty(this->index, PROP_TRAIN_WEIGHT, this->VehInfo<RailVehicleInfo>().weight) << (this->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Multihead ? 1 : 0);
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case VehicleType::Road:
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return GetEngineProperty(this->index, PROP_ROADVEH_WEIGHT, this->VehInfo<RoadVehicleInfo>().weight) / 4;
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@@ -651,7 +651,7 @@ void ShowEnginePreviewWindow(EngineID engine);
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static bool IsWagon(EngineID index)
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{
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const Engine *e = Engine::Get(index);
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return e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON;
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return e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Wagon;
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}
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/**
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@@ -727,7 +727,7 @@ void SetYearEngineAgingStops()
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/* Exclude certain engines */
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if (!ei->climates.Test(_settings_game.game_creation.landscape)) continue;
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if (e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON) continue;
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if (e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Wagon) continue;
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/* Base year ending date on half the model life */
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TimerGameCalendar::YearMonthDay ymd = TimerGameCalendar::ConvertDateToYMD(ei->base_intro + (ei->lifelength.base() * CalendarTime::DAYS_IN_LEAP_YEAR) / 2);
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@@ -1344,7 +1344,7 @@ void CheckEngines()
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if (!e->IsEnabled()) continue;
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/* Don't consider train wagons, we need a powered engine available. */
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if (e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RAILVEH_WAGON) continue;
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if (e->type == VehicleType::Train && e->VehInfo<RailVehicleInfo>().railveh_type == RailVehicleType::Wagon) continue;
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/* We have an available engine... yay! */
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if (e->flags.Test(EngineFlag::Available) && e->company_avail.Any()) return;
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